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Streamlining

  • Melkino
  • 02/23/2015 10:09 PM
  • 1357 views
I've been getting a lot of things done lately:

Finished making all of the playable characters' personal skills, including the animations and Symphony notetags. Almost all of their Purge skills are finished too, except for two characters who don't have the full set of 4 purges yet. I'll come back to those later when I have more ideas. Kinda wore myself out there. >_>

As for graphics, I finished another dialogue portrait for Yukita--an armored dress, which can be viewed over here. This outfit makes her look more like royalty, I think. The walking sprites for both outfits are also done.
I'm still working on converting the rest of the menus to Luna Engine, and cobbling little compatibility scripts for pesky little windows from other scripts. (Luna doesn't affect those, afaik)

The script used to count combos has been changed, and it looks a bit more Tales-ish now! The hit counter will keep going up until a party member gets hit, breaking the combo. Here is a quick test shot with some random actors and enemies:

(bottom half removed because the hud's nowhere near done! :o)

Finally, since my dev time has been increasingly inconsistent these days and my plans years ago did not account for how much time I would now spend turking as well as having a job, I decided to cut some stuff in order to streamline development and tighten up the game overall:

- The number of planned sidequests has been reduced, leaving in only the ones that were directly related to a party member or had some interesting backstory or lore that I was still interested in writing about. The nice thing is that it was all still in outline form, so I don't have to hunt down script calls or switches to delete.

- The affection system will likely be removed from future releases. Eventing the system was more of a hassle than it was worth, and it seemed tacked-on to me. It never "felt" right, if that makes any sense. While working on the plot outline and practicing dialogue drabbles, I realized that only two characters really had any chemistry with Moshi anyway, and one of them has bad ending written all over it. (By "chemistry" I mean "the least likely pairings to be completely written badly".) Besides, the character POVs shift often enough that you wouldn't see the "Affection" option in the menu most of the time. However, the existing and future dialogue choices it used will be left in; I think I'll use them as cute little divergences in the cutscenes or something.

Posts

Pages: 1
Craze
why would i heal when i could equip a morningstar
15150
Good on you. Get this thing finished eventually!
nhubi
Liberté, égalité, fraternité
11099
Sounds like you've made the right choices to produce a tight and concise final game. I'm still excited to play it so keep going.
Pages: 1